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AppGameKit/AppGameKit Studio Showcase / App Shader Kit (3D Shader Pack)

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blink0k
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Posted: 14th Mar 2019 04:13
fubarpk
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Playing: AGK is my friend
Posted: 14th Mar 2019 05:58 Edited at: 14th Mar 2019 05:59
@blink That would be a great shader to have

I wonder if it could be done with a variation of a pixelate shader with every second one being totally black

Dont think i could translate a shader toy example as i dont have janbos expertise but i may be able to mod a pixelate shader
pixelate shader


which would look something like this which deosnt seem to do much, il have a think about it tho
fubar
blink0k
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Posted: 14th Mar 2019 20:51
I think if you started with his toon shader, and then added a dither pattern to each level of shade it might work.
janbo
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Posted: 14th Mar 2019 22:04 Edited at: 14th Mar 2019 22:05
I had this laying around:
Dithering.zip

Maybe that helps a bit

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blink0k
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Posted: 14th Mar 2019 23:26
Nice!
Rick Nasher
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Posted: 30th Apr 2019 21:28
@janbo

To get back to you on this: https://forum.thegamecreators.com/thread/220091?page=8#msg2640480 :

I do *not* get any of those previously mentioned artefacts on my new system.
So it's definitely due to age of my old laptop's GPU, which barely supports shaders as they were too much a novelty back then, no common practice yet.
There was a slight possibility that my phone screen was too small to see, but this has now proven to me not the case.

Thought I give you a heads up. Keep up the good work.
janbo
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Posted: 1st May 2019 09:30
Thanks,
I wanted to Support all devices that can run glsl2.0 but im also glad those problematic devices slowly disapear from our homes
blink0k
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Posted: 26th May 2019 23:19
Seeing as i really need one. A lava shader would be awesome!!
fubarpk
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Posted: 27th May 2019 01:11
@blink0k
https://github.com/DenizTC/GLSL-Lava-Shader

there may be someone around that can convert to AGK
fubarpk
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smerf
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Posted: 10th Jun 2019 19:32
my wife wont let me spend 25$ on a shader pack lol. anyway i can buy a shader individually? dont have a use fir most of the shaders currently except god rays and glass
A child's dream never dies.





RickV
TGC Development Director
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Posted: 14th Jun 2019 09:41
@smerf It's not worth the effort to sell them individually. The pack will be on offer from time to time, so best to pick it up when you can afford to.
Development Director
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Parry
AGK Developer
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Posted: 28th Jun 2019 23:27
After purchasing the shaders, I see Tier 2 isn't supported. Looks like all the code is all here so I may try to convert some to Tier 2.
Rick Nasher
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Posted: 20th Jul 2019 16:07
Quote: "Seeing as i really need one. A lava shader would be awesome!!"


1+
janbo
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Posted: 27th Jul 2019 10:17
Hey, a bit late I know.
But I have a Sun shader which could be reused as lava.
I made it for someone who then said I could do whatever I want with it.
I thought I already posted it somewhere... somewhere for you to grab...not sure

Should I integrate it into the library for easy use
fubarpk
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Posted: 27th Jul 2019 12:27
Quote: "Should I integrate it into the library for easy use"

That would be great if you added it to the shader pack
fubarpk
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blink0k
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Posted: 30th Jul 2019 01:50 Edited at: 30th Jul 2019 01:50
Quote: "I thought I already posted it somewhere... somewhere for you to grab...not sure "

Is there a link?
janbo
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Posted: 30th Jul 2019 10:30 Edited at: 30th Jul 2019 10:31
I can't find it either.
Sooo here you go: Google Drive Sun Demo
Resourceful
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Posted: 30th Jul 2019 21:05
@janbo

a tiny change to navigating around the complete example showcase would be helpful
click on an item and it moves to that location does not work for me
but being able to click and watch to a new location would be better

Does anyone know if there is a mirror shader ?

that one I know people can use ;o)
janbo
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Posted: 30th Jul 2019 21:13 Edited at: 30th Jul 2019 21:14
In the Collection demo you should be able to rightclick and move the object with your camera.
This doesn't work for you ?
fubarpk
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Posted: 30th Jul 2019 21:38
Quote: "Does anyone know if there is a mirror shader ?"


If you are working with 3D you set the camera view and render to an image
return camera view and place the image on the object you want.

chafaris thread here explains it quite well
https://forum.thegamecreators.com/thread/223547
fubarpk
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Resourceful
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Posted: 30th Jul 2019 21:38
@janbo

well it works in the sense
jump move to the new location but not move to location when I move the mouse from the original location

how to a change clipping so that it moves in the direction I want it to ?
so instead of left to right, I can it to move right to left

and change shield go down instead of up

every things work fine
Resourceful
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Posted: 30th Jul 2019 22:48
@fubarpk

thanks

I was just seeing if there were any other versions of the same idea
blink0k
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Posted: 31st Jul 2019 03:54
Thanks for the sun shader
janbo
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Posted: 31st Jul 2019 10:37 Edited at: 31st Jul 2019 10:38
Quote: "how to a change clipping so that it moves in the direction I want it to ?"

The input is a Direction Vector of a slice cutting through every object that you have the cplipping effect applied to plus a distance value.
With all four parameters you should be able to reach every angle and position you want.
But I'm not sure how to calculate this the easy way...you probably want a position and and angle.. let me see
Rick Nasher
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Posted: 24th Aug 2019 10:44
Very useful. Many thanks.
janbo
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Posted: 5th Oct 2019 13:38 Edited at: 5th Oct 2019 13:43
Hey just wanted to share my last project, from a month ago, as it could make a way into the shader pack... soon or later

Point Light Shadows


So AGK's comunity ventured more and more into 3D and thus the demand for Point Light shadows came up.
At that time I just got Directional Shadows working and we had no Cubemapping so I made it half a year ago.
I said it should be easy to combine Directional shadows and Cubemapping to get Point Light shadows, which actually was true and I would have made it possible earlier if I had more motivation or/and not been in Hospital in the mean time.
There is still something wrong with the linearization of the depthmap I guess, so you can see some artifacts on the front faces of objects.
I guess/hope AppGameKit Studio will get all those goododies too, lets see if they also manage to get them working for mobile devices, if not I definitely have to add my version to the shader pack
I love to tease you, have a nice day and happy coding.
Resourceful
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Posted: 11th Oct 2019 18:33
@janbo

HI that would be a nice option
Thanks for Sharing

Rick Nasher
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Posted: 20th Oct 2019 10:11 Edited at: 20th Oct 2019 10:12
Hey missed this one! Very nice. It's what has been asked for over and over and here we go: you did it!

Loooove to see that back in the Shader pack.

Btw hoping all's going well for you.
Vectrex71CH
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Posted: 25th Oct 2019 15:01

May i ask you, is the Shaderpack also usable with App Game Kit Studio (I own also App Game Kit Classic as well)

Thanks
janbo
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Posted: 27th Oct 2019 21:42 Edited at: 28th Oct 2019 09:33
@Vectrex71CH: Not out of the box right now.
Now in AGKS there is the #renderer "basic" directive which switches back to the old renderer which sadly is also not working without some changes in the current shader pack version.
The actual product are the Shader itself which, thanks to SPIR-V can be "converted" from GLSL to Vulkan. But as you get all the code im 100% sure it is possible to make the library shipping with it work for AGK'S with the basic renderer and with Vulkan.
I have a version running on AGKS using the basic renderer already. And I'm in the process to make it work for Vulkan aswell. I'm also planning to add Parralax mapping and Point light shadows to the pack for free ofcourse.
But I just had an Heart transplant, which I'm sure will punsh a really big hole in my time plan for doing all this.
Coding in AppGameKit is still a hobby for me and I love to see how many of the comunity use my shaderpack, but after I recovered I'll continue updating and supporting my shader pack as long as I can.

So the short answer is: No, not yet but it will.
You decide if you try it and maybe learn from the code or just fiddle with it in AppGameKit Classic, in the meantime...or not.

@All those who asked about my health: I have my problems which is normal hopefully, but it gets a bit better every day.
Love you
george++
AGK Tool Maker
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Posted: 27th Oct 2019 22:46 Edited at: 27th Oct 2019 22:50
Hi janbo,
Your contribution to AppGameKit users so far, is great. I wish you the best
GaborD
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Posted: 27th Oct 2019 22:49
I hope you recover quickly and feel well again really soon!
PSY
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Posted: 31st Oct 2019 22:01
Wow,

saw that post about point light shadows just now. Awesome.
Would really love to have that option.


But the most important thing right now is to get better and back on your feet.
I wish you the best, man!

PSY


PSY LABS Games
Coders don't die, they just gosub without return
Rick Nasher
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Posted: 1st Nov 2019 19:08
Wow janbo! That's pretty big news. Congrats and I too wish you a quick and steady recovery so you can be in the best of health possible.
You've created many nice things that are of value to all of us and to top that off you're also a very nice guy. Besides the shader stuff,I remember when first starting with AppGameKit you generously pointed me in the right direction. Many thanks for that still.
You are in my thoughts and wish you all the best.
Virtual Nomad
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Posted: 19th Nov 2019 01:48
can the help files be provided so we can make an educated decision on whether or not to purchase?

with that:

can we use our own textures on the terrain shader?

are there parameters we can set for, say, the water shader?

for the wireframe shader: i'd like to be able to hide the texture and simply view the "wires", if possible ?

i suppose a demo would be ideal, otherwise.

the shader kit is on sale and i'm considering purchase.

thanks, otherwise

janbo
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Posted: 19th Nov 2019 15:22 Edited at: 19th Nov 2019 15:24
Quote: "can the help files be provided so we can make an educated decision on whether or not to purchase?"

I added it to the FAQ for you.

Quote: "can we use our own textures on the terrain shader?
are there parameters we can set for, say, the water shader?"

I like to think that I made them as customizable as possible.
In the Documentation see Page 10 (Shader Details) there you find all parameters for each effect.

Quote: "i'd like to be able to hide the texture and simply view the "wires", if possible ?"

Like This ?

I set it up with a 1*1 transparent pixel texture, Cullmode on 0 and transparency 1.

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Virtual Nomad
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Posted: 19th Nov 2019 21:22
thank you for the prompt, inclusive response.

i'm trying to purchase but the TGC site is not cooperating ("value of basket" changing. ticket with screenshot sent to the powers that be).

i expect it will be resolved soon. until then, thanks again, and thanks for this great product


Rick Nasher
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Posted: 19th Nov 2019 23:30
@Virtual Nomad
Could be a temporary glitch but also a browser issue(happens with lots of sites nowadays). You probably tried another browser already, but thought I'd mention it just in case you didn't. Hope you'll get through.
Virtual Nomad
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Posted: 20th Nov 2019 01:33 Edited at: 20th Nov 2019 01:34
i tried paypal instead and it went fine. thanks.

running quickly through the pre-compiled demos: "water", "terrain" & "collection" (which, i assume, includes water and terrain) error out/won't run.


with that, i see no system requirements posted while my system could be considered dated for this. are there official "requirements"? (i should have asked before purchase, i know)

finally, the TGC purchase delivered what appears to be an outdated version? 20181015? ocean and specular are missing (unless they're inside other demos?) and the pdf is somewhat dated vs the one offered in the FAQ post.

again, was just a quick run-through. will re-visit when i can.

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fubarpk
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Posted: 20th Nov 2019 01:43
@virtual nomad

Are you using AppGameKit classic or studio?
if your using studio have you tried setting to the basic renderer?
fubarpk
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Virtual Nomad
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Posted: 20th Nov 2019 02:21 Edited at: 20th Nov 2019 02:24
classic. and, i've simply ran the pre-compiled demos thus far.

janbo
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Posted: 20th Nov 2019 14:53 Edited at: 20th Nov 2019 16:20
I remember this error.
This was my answer.
In Templates/ShaderPack there is a "Shder Raw" folder with the raw shader files.
Copy them into your projects "shader" folder and use the SP_SetReadRawFiles(1) command then you can alter the shader code like you want.

Quote: "unless they're inside other demos?"

Yes you can see them in the collection demo

Also I kinda leaked some changes for the next version with the new documentation I uploaded mistakenly. I better upload the published version, sorry for that.
Virtual Nomad
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Posted: 21st Nov 2019 07:05
i recompiled the water, terrain and collections demos and all 3 ran fine without any changes. dunno how or why, but all is well.

thanks for the prompt responses, janbo. great to see such customer service. i'm looking forward to whatever you put together next

janbo
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Posted: 10th Dec 2019 13:51
Hey Folks,

Just finished a new Update for the AppGameKit Shader Pack.
It's now compatible with AppGameKit Studio and Vulkan

And a Snow shader made it into the pack, If you don't have Snow in you country this December then you get some in AppGameKit atleast:


@All those who asked about my health: I'm home three weeks already, and I'm feeling good, now I can start getting some stamina the first time since ....since I joined this comunity
fubarpk
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Posted: 10th Dec 2019 15:01
Great to see the packs been updated

But even better now that your health is back on track
fubarpk
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janbo
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Posted: 11th Dec 2019 14:43 Edited at: 11th Dec 2019 14:45
Update is out Whoop Whoop !

Patchnotes Version 10.12.2019:
•Depth textures are at stage 2 everytime now
•Added Snow shader and Demo
•Compatible with AppGameKit Studio and Vulkan renderer
•Added Height based Blending to the Terrain Shader
•Added SP_Ocean_SetWaveVertexSpeed command to the Ocean shader
•Fixed SeeThrough shader lagging behind
•Added SP_Wireframe_SetSmoothness(ObjectID,Smoothness#) and SP_Wireframe_SetThikness(ObjectID,Thikness#)
•And some minor fixes

Available on Steam or on The Game Creators website
theblackbones
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Posted: 11th Dec 2019 15:37
Thanks Janbo !
blink0k
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Posted: 11th Dec 2019 22:30
Good to see your health is improving.
Congratz on the release
smerf
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Posted: 17th Dec 2019 05:13
if jambo actually made a game it would be the best game ever made im quite sure. @Jambo the Legend. awesome on the point light shaders and the snow is incredible.

janbo
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Posted: 17th Dec 2019 15:31 Edited at: 27th Dec 2019 19:33
Thanks guys

@smerf: Wanna make a game together ?
I put all time into learning the render pipe, engine programming, shader and stuff so I had no time to practice modelling, drawing or other art related skills, so I look for free stuff on the webs and try to build on that.
For me, appearence comes second, I like to solve problems as clean and performant as possible, have a powerfull engine in my motorcycle rather than it being cool or pretty, you know.
It's a nice coincidence that my shader make a game look better
I'm sure one can present the shader pack better than me...making nice screenshots, modelling an AGK-Shaderball, tweaking the uniforms and so on...but it works and does exactly what it should.
At the end creating a whole game is so much more work I think(of course depending on the game)

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